Street Fighter Alpha 3/Balrog
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Introduction
Balrog is first introduced here as a former heavyweight boxing champion now affiliated as an "executive" enforcer for Shadaloo, having worked up the ranks. He is sent to investigate Gen after the latter had a confrontation with Shadaloo's dealers, and to also apprehend Birdie for his treachery.
Pros | Cons |
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Introduction
Nerfed severely from ST/2X, he was likely unfinished in the arcade release of alpha 3 as he has hardly any normals.
Colors
First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM
Moves List
Ground Normals
- Close/Far Standing Jab/Short:
Damage | 3 | |
Stun | 1 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/A3/XV4 | |
Frame Count | 3/4/6 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+10 |
- Close/Far Standing Strong/Forward:
Damage | 12/10 | ![]() |
Stun | 7 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A4,3/XV6,4 | |
Frame Count | 5/4/19 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/+1 |
- Close/Far Standing Fierce/Roundhouse:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 9/4/21 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/Launch |
- Crouching Jab/Short:
Damage | 4 | |
Stun | 1 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/A3/XV4 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Strong/Forward:
Damage | 11 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 4/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 13/9 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes(V) | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV6 | |
Frame Count | 6/2/25 | |
Block Stun | -4 | |
Hit Stun/Counter Hit | -3/Launch |
In V-ism this attack can be special cancelled.
- Crouching Roundhouse:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 9/2/23 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | Knockdown/Launch |
Air Normals
- Neutral/Diagonal Jumping Jab/Short:
Damage | 10 | |
Stun | 3 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/A4/XV6 | |
Frame Count | 3/16/12 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral/Diagonal Jumping Strong/Forward:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A4/XV7 | |
Frame Count | 4/8/16 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral/Diagonal Jumping Fierce/Roundhouse:
Damage | 14 | |
Stun | 5 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/A6/XV9 | |
Frame Count | 9/2/18 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Throws
Head Bomber
- Forward or Back + Any 2 Punch Buttons
Kuchu Head Bomber
- (In Air)Forward or Back + Any 2 Punch Buttons
Special Moves
Dash Straight(X, A, and V-Ism)
- Charge Back, Forward + Punch
Dash Upper(X, A, and V-Ism)
- Charge Back, Forward + Kick
Dash Ground Straight(A, and V-Ism)
- Charge Back, Down-Forward + Punch
Dash Ground Upper(A, and V-Ism)
- Charge Back, Down-Forward + Kick
Buffalo Head(A, and V-Ism)
- Charge Down, Up + Punch
- Can only be performed as a reversal
Turn Punch(X, A, and V-Ism)
- Hold all three Punch or Kick buttons, then release.
- The longer you hold,the more damage it does.
Super Combos
Crazy Buffalo(X-Ism)
- Charge Back, Forward, Back, Forward + Punch or Kick
Crazy Buffalo(A-Ism)
- Charge Back, Forward, Back, forward + Punch (Press kick during the super to do dash uppers, the last hit is always a straight like in X)
Gigaton Blow(A-Ism)
- Charge Back, Forward, Back, Forward + Kick
- Can only be performed as a level 3 super.
The Basics
Which Ism?
Boxer isn't much better/worse based on which you pick, his supers are decent, and he benefits from better damage. Basically down to if you want supers, or cc.
A-Ism
Generally what you want to play him on. Take advantage of his strong air game and his great super.
V-Ism
Might be worth in some match-ups just to make jumping a bit safer and to have the threat of infinite. Significantly hurts your ground damage output though.
X-Ism
Higher damage. Dash straight can no longer be ducked. Very strong in certain match-ups, but gets blown up by V-ISM due to lack of air guard and alpha counter.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Catapult (A/X-Balrog)
Kayaman (A/X-Balrog)
Nike (A-Balrog)
Seijuu (A-Balrog)
VER (X-Balrog)
North America
Apoc (A-Balrog)
Europe
Nonegiven (A-Balrog)
Discussion
Ken ducks both s. FP and dash straight, making it hard to get much going Sodom's slide just blows up everything Balrog wants to do Gief is a problem for all the usual reasons